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| author | historia <[not public]> | 2026-10-01 14:38:08 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-10-01 14:38:08 -0400 |
| commit | 1082f3336085c15992ca83d5553c0ba52208d70a (patch) | |
| tree | 4fcedaa90bc01c41456258a9d57f492f31754948 /dev_guide/concurrency.md | |
| parent | d4eae333a8d8a96452bbf3617aa85b50466c11a7 (diff) | |
| download | thehouseoficarus-1082f3336085c15992ca83d5553c0ba52208d70a.tar.gz | |
feat: pai gow poker added to the casino
Diffstat (limited to 'dev_guide/concurrency.md')
| -rw-r--r-- | dev_guide/concurrency.md | 232 |
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diff --git a/dev_guide/concurrency.md b/dev_guide/concurrency.md new file mode 100644 index 0000000..187b942 --- /dev/null +++ b/dev_guide/concurrency.md @@ -0,0 +1,232 @@ +# Concurrency & durability + +This guide documents the runtime architecture decisions that keep live game +state safe: the single-owner loop, single-file durable money, the account +lifecycle transactions, and the graceful-shutdown sequence. + +## Single-owner game state + +One goroutine — the **owner loop** (`internal/game/owner.go`) — executes all +mutation of live game state: session input handlers, connect/disconnect +transitions, every tick callback (the master per-tick system sequence and all +dynamically registered callbacks), and admin mutations. Network and admin +goroutines submit tasks; they never touch live players, sessions, Hub +membership, or game runtime maps directly. + +Rules: + +- `Game.RunOnOwner(fn)` (and `Game.HandleSessionOnOwner` for session input) + block the caller until the closure has executed on the owner. Connection + goroutines submit one task per input line, giving per-client backpressure + without ever blocking another client. +- A FULL task queue applies backpressure: submitters block until the owner + drains a task, and a full queue never bypasses the owner — running a task + on the caller's goroutine while the owner keeps executing would break the + single-owner invariant. A STOPPED owner (graceful shutdown, after + admissions have closed) refuses the task and drops it rather than running + it on the caller's goroutine: `RunOnOwner` returns without executing the + closure, because running it there would mutate live state concurrently + with the shutdown sequence and after the final-save barrier. (Synthetic + tests that construct a Game without an owner run tasks inline on the + caller.) +- Code already running on the owner must NOT call `Game.RunOnOwner` — it + would deadlock waiting for itself. Owner-executed code calls functions + directly. +- Task execution is FIFO, so tick callbacks serialize against session input + and admin mutations in submission order. Tick callbacks still run in + engine registration-ID order (see tick_order.md); the owner wrapper only + moves their execution onto the owner goroutine. +- Slow clients cannot stall the world: `Session` writes are queued + (`net.Session.StartWriter` puts a transport session into queued mode) and a + dedicated per-session writer goroutine performs the network I/O with + per-message write deadlines. A full queue disconnects only that client. +- Saves run on the owner and serialize a value snapshot; concurrent + read-modify-write cycles of the same files cannot happen. +- Password work is the one deliberate exception: Argon2id verification and + hashing (~64 MiB, tens of milliseconds) run on the CALLER's connection + goroutine in `HandleSessionOnOwner` (`StatePassword` and + `StateNewAccount` are intercepted before any owner task is submitted). + A burst of logins therefore costs memory and CPU on connection + goroutines, never a stall of the owner's command/tick queue. The owner + task re-checks the stored hash against the one that was verified so a + password change mid-login cannot authorize a stale attempt, and + `player.hashLimiter` caps concurrent Argon2id computations at 4. + All resulting state transitions (echo, session state, account saves) + still happen on the owner. + +Unit tests construct Games without an owner; such Games run submitted tasks +inline on the caller's goroutine (legacy behavior), which is fine for +synthetic tests but production Games always have the owner (started by +`game.New`). + +## Admin editor isolation + +All `/api/` routes run through one boundary in `internal/admin/owner.go`: + +1. Authenticate, read the request body (maximum 8 MiB) on the HTTP goroutine. +2. Submit one synchronous `Game.RunAdminOnOwner` task. The **whole handler** + runs there: validation against current files, plan construction, file + commits, runtime migration/eviction, store reloads, and undo history. +3. Write the buffered response on the HTTP goroutine after the task finishes. + +Reads use the same boundary so editor API reads cannot observe half an edit. +Neither slow uploads nor slow downloads hold the owner. File I/O does: large +bulk edits can briefly pause gameplay. This deliberately avoids a second +transaction scheduler, fine-grained locks, or optimistic plan retries. Use a +maintenance window for large world reorganizations. + +`RunAdminOnOwner` rejects requests during shutdown with HTTP 503, including +requests queued before shutdown but not yet started. It never executes on the +HTTP goroutine after the owner stops. A disconnected request is skipped if it +has not started; once started, its edit completes even if the browser leaves. +A failed/lost HTTP response is not proof that the edit did not commit. + +### Endpoint inventory and callback contract + +| API family (all behind the same boundary) | Mutations / live dependencies | +| --- | --- | +| `/rooms`, `/rooms/{id}`, `/rooms/new-empty` | Room create/update/delete, room index and runtime room state | +| `/rooms/link`, `/rooms/insert`, `/rooms/remove`, `/rooms/move`, `/rooms/rename`, `/rooms/swap` | Multi-file room plans, course changes, room-ID migration or eviction where applicable | +| `/rooms/bulk-edit`, `/rooms/bulk-delete`, `/rooms/resolve-duplicate` | Bulk room changes, indexes and runtime cleanup | +| `/room-dirs/create`, `/room-dirs/rename` | Room file organization and indexes | +| `/items`, `/mobs`, `/drops`, `/hazards` and their ID routes | Definitions plus existing cache/index invalidation; items also rebuild crafting | +| `/objects`, `/techs`, `/modules`, `/triggers` and their ID routes | Definition files; existing manual-reload semantics remain unchanged | +| Entity `/rename`, `/move`, `/dirs` routes | Definition file organization, undo history, existing cache invalidation | +| `/courses`, `/courses/{id}` | Course files, exit reconciliation, course store reload | +| `/files`, `/files/rename` | Raw file data and history; NOT a semantic room-ID migration or automatic cache reload | +| `/colors`, `/colors/reset` | Persisted config and live color maps | +| `/undo/undo`, `/undo/redo` | File images, room-ID migration, index/cache rebuilds, history together | +| Remaining API routes | Read-only queries; serialized to get coherent snapshots | + +Register new endpoints on `apiMux`, never outside this boundary. Do not wrap +individual callbacks in `RunOnOwner`: they are **already on the owner**. +`cmd/thoi/main.go` wires direct course reload, craft rebuild, casino eviction, +and `MigrateRoomIDsOnOwner` callbacks. `UndoStack`'s mutex protects history, +not gameplay: its apply path and the following rebuild must remain in the +same enclosing API task. Login password rehash saves and history clearing +also run on the owner, with expensive password hashing outside it. + +This guarantees **isolation from gameplay**, not new crash-atomicity or +rollback guarantees for every editor operation. Existing file transaction +and error behavior is unchanged. Raw Files edits and external filesystem +writes still bypass semantic validation/migrations; use structured room +operations for live renumbering, and stop the game for external bulk edits. +Some definition editors still need the in-game `reload` command; serialization +does not add missing cache invalidations or migrate existing spawned entities. + +## Durable money (single-file wallet) + +Money lives in the character file and **nowhere else**. Every casino money +mutation is one atomic `AccountStore.SaveCharacter` (`persistence.WriteFile`: +temp file → fsync → rename → directory fsync) that carries both the balance +and the `Player.PendingWagers` ledger. There is no second durable store, so +there is no cross-file crash window to reconcile. + +- **Wager** — debits chips then credits and appends a `PendingWager` (its + wallet handle plus the exact chips/credits debited) in the SAME save. The + entry stays until the round resolves. +- **Settlement** — `PayCredits(amount, stakeIDs...)` credits the payout and + removes the listed stakes in the same save. A table passes the hand's stake + IDs (its payout includes their return); a slot win passes its triggering + stake (its payout is winnings only). Either way the credit and the stake + consumption are atomic, so a crash can never pay the win and refund the + stake. +- **Loss/forfeit** — `ResolveStake`/`ResolveStakes` consume the pending + stakes in one save; the round resolved and the stake is gone. +- **Refund** — `RefundOutstanding` returns every pending stake (chips in + kind, credits as credits) and clears the ledger in one save. Graceful + shutdown (`Game.runShutdown` → `Casino.RefundAll`) and eviction use it. + +A save failure **before replacement** reverts the in-memory balance and +ledger together. On `persistence.ErrDurabilityUncertain`, every wallet +operation (wager, payout, stake resolution, refund) instead keeps the applied +balance and ledger, because the visible file already carries both. The wallet +logs the storage fault and reports the operation as applied so callers do not +retry a payout or refund a resolved stake. This does not promise survival of +a subsequent OS/power crash; it prevents a later save from overwriting the +visible result with reverted memory. + +At startup (`game.New` → `recoverPendingWagers`, `internal/game/money.go`) +any stake still listed in a character's `PendingWagers` is refunded: a listed +stake means the process died before its round resolved. That is the entire +recovery story — no ordering, checkpoints, evidence, or operator queue. + +### Two-phase journal recovery is out of scope + +This game deliberately does **not** implement a durable money journal or +two-phase crash recovery. That design was built and then removed: it required +a second file (`data/economy/journal.jsonl`) plus balance checkpoints, record +ordering (`Seq`), payout `Covers` linkage, `open_payouts` evidence, and a +startup recovery pass with per-record ambiguity handling. Its entire purpose +was to make an ungraceful stop mid-round produce zero credit discrepancies, +at a cost of ~1,400 lines of engine code and ~2,000 lines of tests. + +With the crash-consistency bar deliberately lowered to "a rare ungraceful +stop may lose or refund one in-flight stake, and must never double-pay", the +single atomic character save is sufficient: a listed pending stake is +refunded, and a settlement whose save fails before replacement leaves the +stake pending and the win unannounced (never paid on top of the refund). +Post-replacement uncertainty follows the applied-state policy above. Do not reintroduce +a second money store, per-record ordering, or an operator-inspection queue +without an explicit decision to restore bank-grade guarantees. + +Currency arithmetic is checked (`internal/casino/credits.go`): explicit +`MaxCredits` cap, bounded `DefaultMaxBet` default (the explicit unlimited +sentinel is still honored), floor conversion for payout multipliers, and +overflow rejected instead of wrapping. The cap is shared by the wallet: +bank withdrawals are rejected when they would push the on-hand balance +past it, and gameplay credit grants (shop sales, pickups, activity +payouts) clamp at the cap and log rather than wrap. + +## Account lifecycle transactions + +Account and character lifecycle operations (create, rename, delete, purge) +are single journal transactions (`internal/persistence/txn.go`): a journal +entry with before-images is written durably BEFORE any file changes, the +operations apply, and the journal is removed at the commit point. Deletes +sync their parent directory; moves sync both affected directories (once if +they are the same). Rollback also syncs deletions, including retries where +the file is already absent, before retiring the journal. An apply failure +attempts rollback; if rollback fails, the journal stays for recovery. A crash +mid-commit is rolled back at the next startup by `persistence.Recover`. + +Characters carry a stable UUID (`player.Player.ID`) and owner field +(`player.Player.Account`), assigned at creation and backfilled at first +startup. Cached membership authorizes by the character file's owner, not by +its renameable filename, so a stale cached name can never authorize +connecting, renaming, or deleting a character reassigned to another account. + +After any lifecycle mutation, `Game.publishAccountUpdate` republishes the +account state to every authenticated session of that account — including +sessions sitting in menus — resetting stale pending selections. The online +check and the file mutation run as one owner step, closing the +check-then-rename gap. + +## Graceful shutdown + +Signals (SIGINT/SIGTERM) and the in-game `shutdown` command converge on +`Game.RequestShutdown`, which runs the sequence exactly once: + +1. **Admissions stop:** session input and disconnect forfeit/save callbacks + become no-ops (server-initiated shutdown is not a player disconnect). +2. **Tick stop and join:** `Engine.StopAndWait` stops the ticker and waits + for the in-flight callback to finish. +3. **Drain and persist (on the owner):** remaining queued commands execute, + outstanding wagers are refunded (`Casino.RefundAll`), and every online + character is saved. Save failures are logged for the operator. +4. **Owner stop:** the owner loop drains and stops. +5. **Transports close:** HTTP(S) servers drain, listeners close, and + sessions flush their outbound queues before their sockets drop. + `ListenAndServe` returns and main exits normally — no `os.Exit`. + +## Room-ID migration + +Live room-ID changes (admin rename, swapid) execute as one mutation plan: +the renamed room's file (id field, filename, self-loop references) plus every +other room whose references moved, applied as a single journal transaction, +followed within the same owner task by the full runtime migration +(`Game.MigrateRoomIDsOnOwner` for the editor): player +state, Hub room buckets, casino room keys, world room-keyed state (ground +items, seeded markers, object states), and live mob instances. Undo/redo +store the whole plan (all before/after images plus the idMap) and apply the +inverse/forward runtime migration through the same wired callback. |
